2 NCSU Assistant Professor as of Fall 2016 in the Digital Games Research Center Ph.D. Carnegie Mellon University Fall 2015 Postdoc UC Santa Cruz, 2015-2016
Outline Intro Agenda 1: Narrative KR & generation Agenda 2: Game/Simulation Design Tools Agenda 3: Social Multi-Agent Systems Long-term Impact Working with Me
The Simulationist Approach 20 1. Author a story-world as collection of operators like climb_onto 2. Provide a starting configuration of states 3. Run an automatic procedure to select operators
Outline Intro Agenda 1: Narrative KR & generation Agenda 2: Game/Simulation Design Tools Agenda 3: Social Multi-Agent Systems Long-term Impact Working with Me
nice thing about forward-chaining simulation models is that they offer a good starting point for interactivity. You are a dove in a tree near the water. There is a leaf here. > take leaf Taken. > go water You are at the water. There is an ant here. > drop leaf You drop the leaf in the water. The ant climbs on.
simulation If something (X) hard hits something (Y) brittle, then Y breaks When something brittle breaks, the pieces are sharp Sharp things can break soft things Rope is soft, Glass is brittle ==> Player with a rock and rope in a room with a window can formulate a plan to break the glass and cut the rope.
42 Processes for recombining elements of an input corpus to create new content without the aid of human designers. e.g.: Procedural Content Generation (PCG)
Set Programming) 46 1. Specify possible ways of constructing an artifact 2. Write rules that designate certain constructions as forbidden 3. Run an answer set solver to get satisfying examples
48 Develop tools that combine the simulation capabilities of Ceptre with the generative and constraint-driven expressiveness of ASP Create better ways for generative processes and (multiple) humans to collaborate with one another
Outline Intro Agenda 1: Narrative KR & generation Agenda 2: Game/Simulation Design Tools Agenda 3: Social Multi-Agent Systems Long-term Impact Working with Me
a handout to everyone in a classroom 52 1. Instructor gives each student a handout individually. 2. Instructor hands stack to one student and says to “take one and pass it down” 3. Instructor divides the stack to hand to each row of seats
property: At quiescence, all students should have one paper. Δ ⊢ has(student1, P1) * … * has(studentn, Pn) Research Problem: automatically derive constraints on initial conditions that ensure this property. e.g.: stack size >= number of students
property: At quiescence, all students should have one paper. Δ ⊢ has(student1, P1) * … * has(studentn, Pn) Research Problem: verify that the centralized and distributed versions of this algorithm are equivalent in behavior, while the distributed version has more locality.
(with Hannah Morrison): modeling n agents in deliberative conversation with each other how emotion, relationships, and personality influence the course of conversation, e.g. belief change 60
Outline Intro Agenda 1: Narrative KR & generation Agenda 2: Game/Simulation Design Tools Agenda 3: Social Multi-Agent Systems Long-term Impact Working with Me
languages as extensible targets for numerous compilation sources Ceptre Rules Mapping from predicates to rendering instructions Extensible front-end extn extn extn
Me 73 Day-to-day work (possibilities): Building systems (prefer Haskell, OCaml, JavaScript) Building models (Ceptre, ASP, Prolog) Designing languages and logics Writing proofs (paper, Coq, Agda, Twelf) Building games (browser, Unity, analog, live-action)
Me 74 Venues I like: POPL - Principles of Programming Languages AIIDE - AI in Games FDG - Foundations of Digital Games ICIDS - Interactive Digital Storytelling